public static void Build(string externalResourcesPath) { var exportPath = GetExportPath(); if (string.IsNullOrEmpty(exportPath)) { return; } if (Directory.Exists(exportPath)) { Directory.Delete(exportPath, true); } EditorApplication.LockReloadAssemblies(); #if ENABLE_CRIWARE CriAssetGenerator.Generate(exportPath, externalResourcesPath); #endif // CriAssetGeneratorでCriのManifestファイルを生成後に実行. var assetBundleManifest = BuildAssetBundle.BuildAllAssetBundles(exportPath); // ビルド成果物の情報をAssetInfoManifestに書き込み. AssetInfoManifestGenerator.SetAssetFileInfo(exportPath, externalResourcesPath, assetBundleManifest); // 再度AssetInfoManifestだけビルドを実行. BuildAssetBundle.BuildAssetInfoManifest(exportPath, externalResourcesPath); // 不要ファイル削除. BuildAssetBundle.DeleteUnUseFiles(exportPath); // AssetBundleファイルをパッケージ化. BuildAssetBundle.BuildPackage(exportPath); EditorApplication.UnlockReloadAssemblies(); UnityConsole.Event(ExternalResources.ConsoleEventName, ExternalResources.ConsoleEventColor, "Build ExternalResource Complete."); }